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No forcepool bug - 9/9/2014 4:40:48 AM   
johnsilver


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Joined: 2/7/2012
From: Florida
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Am having an issue with the old No Forcepool bug now with a TLD mod that used to be an issue with WAR (still is with me on some certain mods) and would like to know if anyone has an answer for a FINAL FIX for this that no patch seems to fix.

Am posting this here, rather than on the WAR section because have just ran into it on Tejszd's Bloody Omaha 1.4. TLD, patched to 5.50.14b and WAR is patched to 15b that is having issues with Vetbob and way earlier was having issues with Nomada's Ardenne campaign.

Unit in question is 316/29ID. There are several work arounds have been suggested over time to get by. 1, is to go back to the start of the previous day if you still have that save and HOPE the bug is not there when the time arrives again. This can mean a lot of replaying of battles, but have found it works sometimes.

another is immediately exit the game when finding this bug, then reloading from the save (or the doubled save if saved in pairs) and hoping the unit was removed. That was what happened in this particular case this time around, but is rare to work.

[image][URL=http://s1153.photobucket.com/user/jackjarrod3/media/31629id_zps499c833f.jpg.html][/URL][/image]



< Message edited by johnsilver -- 9/9/2014 5:42:04 AM >
Post #: 1
RE: No forcepool bug - 9/10/2014 8:17:30 PM   
SteveMcClaire

 

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The only case I can recall where you can end up with a BG with no teams at all is if you mod the game to enable the retreat feature in campaign.txt, and a BG loses the last of its teams because it was forced to retreat. The BG will then appear on the map 'empty' for the remainder of that turn, and should be automatically disbanded during end of turn processing.

Steve

(in reply to johnsilver)
Post #: 2
RE: No forcepool bug - 9/11/2014 12:51:40 AM   
Tejszd

 

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Johnsilver did you continue playing after seeing the empty BG and have a crash or just stopped playing thinking something was wrong?

(in reply to SteveMcClaire)
Post #: 3
RE: No forcepool bug - 9/13/2014 4:49:17 PM   
johnsilver


Posts: 188
Joined: 2/7/2012
From: Florida
Status: offline
This time, was looking over all units on beach prior to "Execute" and saw that the 316 29ID had that dreaded no FP bug. Having seen it before in WAR (as had mentioned over on CCS forums) I did the exit game, then reload to the save had which *sometimes* gets rid of it as know gets around it, think that's what does. The 2 images (once again over at CCS) show that another unit is on the map instead of 316 /29th.

I HAVE had cases in WAR, PATCHED, with the .14b patch and Vetbob mod. Nomada's Ardenne mod and the .10 and .12 patch where if the exit the game immediately upon noticing the unit with no FP exists? The unit will wander around the map, until you encounter it and then the game will crash.

Posting this duplicate info so Steve can read it Tejszd. Thanks for being patient and hopefully he, or someone else has an idea.

Werf

(in reply to Tejszd)
Post #: 4
RE: No forcepool bug - 9/15/2014 2:28:05 PM   
SteveMcClaire

 

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Joined: 11/19/2007
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As I said, the only case I've ever seen this with is the one I described above. Which does not sound like the same one you're seeing. Have you ever seen the bug when you're not playing a modded game?

If quitting the game and reloading 'fixes' the bug then the saved game file is fine, and it is most likely something in the game data. It could be happening if you change the game data out from under the saved game file (i.e. start a game with one set of data, then modify the data and continue the saved game afterwards).

If you have a case of this occurring in the stock game, WAR or TLD, please send me the save file.

Thanks,

Steve

(in reply to johnsilver)
Post #: 5
RE: No forcepool bug - 9/24/2014 8:49:30 AM   
johnsilver


Posts: 188
Joined: 2/7/2012
From: Florida
Status: offline
Hey Steve,

No.. Haven't changed any data in saves themselves on TLD from above campaign. On the WAR mod where encountered the bug, I DID modify multiple campaign.txt areas to make it more difficult, or in an attempt (allow crushed units to come back). That part alone now makes me wonder... You say Mods, which is only area have encountered, that one mod in WAR, which I modified data (campaign) on. Too late to check status of the TLD mod, which have uninstalled, or could have checked on how it is set.. Would have liked to try and nail it down.

Thanks (as always) for your insight on this.

Werf

(in reply to SteveMcClaire)
Post #: 6
RE: No forcepool bug - 9/24/2014 2:55:38 PM   
SteveMcClaire

 

Posts: 4472
Joined: 11/19/2007
Status: offline
If you start a brand new game, and continue playing without further modding of the game files, and then the problem still occurs you'd know it wasn't related to changing game data out from under the save file. But that is potentially a lot of testing trying to prove a negative.

Steve

(in reply to johnsilver)
Post #: 7
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